RMVXA EVENT QUESTION(S)

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So, in a game I'm designing (demo to be up probably within a few weeks), there's a Legend of Zelda-esque tombstone (in that when you push it, a secret passage is revealed underneath). I was wondering two things about how to get that to work:
1. How can you get it so that an event can only be activated from one direction? Ideally I would have it so you can only push it from above, since below is where the patch of regular dirt is.
2. How can I get it so that there's actually a path underneath? Obviously the tombstone would have to be an event because it moves, but I'm not entirely sure of how to actually have a functioning passage underneath. The biggest problem with it is, if the tombstone event and the passage event have to be on the same square, but the tombstone moves, I can't see switches really giving me much use.
Any advice would be greatly appreciated.
Deltree
doesn't live here anymore
4556
For number 1, you can wrap everything in a Conditional Branch that says "If Character: Player is facing Down." This logically means the player is above but facing the event. It's on tab number 3 of the conditional branch dialog.

For part 2, you can have the passage event somewhere offscreen and inaccessible by the player, and when you're ready for it to appear (such as when the monument is pushed), you can immediately use a Set Event Location command to warp the event to the correct square. If it's set to the layer beneath the tombstone, it will appear as if it's underneath. This is assuming you want the passage to be an event that will teleport the player to another location when he walks over it.

The tricky part here would be having to push it again every time you return to that map. You'd have to use switches and some extra events if you want it appear to remain open between maps.
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